ACE3/addons/captives/CfgEventHandlers.hpp
SilentSpike 7c846502b5 Reset captive status on respawn for reliability
Previously we were resetting on death, but this caused problems when the respawnDelay was 0 as the dead unit wasn't actually the player.

To account for "group" and "side" respawn types where you change unit on respawn and could potentially become a captive unit, I am explicity checking the mission respawn type before resetting variables.
2015-09-12 15:42:20 +01:00

44 lines
1.1 KiB
C++

class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_postInit));
};
};
//release escorted captive when entering a vehicle
class Extended_GetIn_EventHandlers {
class All {
class GVAR(AutoDetachCaptive) {
getIn = QUOTE(_this call FUNC(handleGetIn));
};
};
};
//reset captive animation after leaving vehicle
class Extended_GetOut_EventHandlers {
class All {
class GVAR(AutoDetachCaptive) {
getOut = QUOTE(_this call FUNC(handleGetOut));
};
};
};
//mission start
class Extended_InitPost_EventHandlers {
class CAManBase {
class GVAR(InitPost) {
init = QUOTE(_this call FUNC(handleUnitInitPost));
};
};
};
//make sure captiveNum is reset on respawn
class Extended_Respawn_EventHandlers {
class CAManBase {
class ADDON {
respawn = QUOTE(_this call FUNC(handleRespawn));
};
};
};